Fatal Fury Special/Andy Bogard

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The Baron of Bone-Breaking

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Introduction

Andy is a top tier all-rounder with great movement and neutral. His most important feature is his Zaneiken, a safe fullscreen elbow that opponents will have to respect at all times.

Pros Cons
  • Amazing specials
  • Great mobility
  • Hard to pin down
  • Short range on normals
  • Has to constantly get into close range to deal damage
  • Commands take some time to get used to, super move has very limited use

Move List

Standing/Taunting Crouching Jumping
FFS Andy Stand.png FFS Andy Taunt.png FFS Andy Crouch.png FFS Andy Jump.png FFS Andy Jump 1.png
Andy cycles between hurtboxes as he spins during diagonal jumps. 52F duration.

Close Standing Normals

c5A

c5A
Magari/曲がり
FFS Andy c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 8 4 3 14 +9 +10 Kara Cancel, Self Cancel
  • Slow startup for an A normal, but it easily combos unscaled into itself and c5D.
  • Mainly used as a stun combo starter.
c5B

c5B
Tsukigeri/突き蹴り
FFS Andy c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 4 6 5 14 +5 +6 Kara Cancel
  • Faster startup than close A, but gives much less advantage on hit and block so it doesn't see much use.
c5C

c5C
Kaiten Magari/回転曲がり
FFS Andy c5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 10 15 6 30 +3 +2 Kara Cancel
  • Slower startup and worse range than close D. Decent frame advantage if it hits meaty, though.
c5D

c5D
Kaiten Gyakugeri/回転逆蹴り
FFS Andy c5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 8 10 28 45 -14 -15 Kara Cancel
  • Good anti-air. Can be linked into from c5A.
  • Used in combos and blockstrings.

Far Standing Normals

f5A

f5A
Hajiki/弾き
FFS Andy f5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 5 4 4 12 +8 +9 Kara Cancel, Self Cancel
  • Standard low risk, low return light. Whiffs against most crouching characters.
f5B

f5B
Tsukikaeshi-geri/突き返し蹴り
FFS Andy f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 8 9 12 28 -5 -4 Kara Cancel
  • Andy's farthest reaching normal.
  • Great button to pressure with when cancelled into Hishoken or Zaneiken on block.
f5C

f5C
Kaiten-uchi/回転打ち
FFS Andy f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 8 12 16 35 -5 -6 /
  • Good anti-air.
f5D

f5D
Tatsumakigeri/竜巻蹴り
FFS Andy f5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 8 11 18 36 -6 -7 /
  • Good anti-air. Useful in situations where Shoryudan doesn't have enough horizontal reach.

Crouching Normals

2A

2A
Shagami Uraken/しゃがみ裏拳
FFS Andy 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 3 4 4 10 +8 +9 Kara Cancel, Self Cancel
  • Andy's fastest normal, making it an excellent pressure tool. Links into itself and can combo into Zaneiken.
2B

2B
Haraigeri/払い蹴り
FFS Andy 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Low 10 7 4 20 +5 +6 Kara Cancel
  • Has low profile and can beat certain jumping attacks. Slow startup for a light normal, though.
2C

2C
Shagamitsuki/しゃがみ直き
FFS Andy 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 12 7 9 27 +8 +7 Kara Cancel
  • Basically a stronger but much slower version of 2A. Useful as you can easily combo into heavy Zaneiken from this.
2D

2D
Surigeri/摺り蹴り
FFS Andy 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Low 11 10 18 38 KD -5 Kara Cancel
  • Slow startup and recovery, but can low profile some moves like Mai's Kachosen.

Jumping Normals

jA

jA
Shutou-Otoshi/手刀落とし
FFS Andy jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Overhead 5 / / - - -
  • Andy's jump kicks are much better, so don't bother using this.
jB

jB
Tobigyakugeri/飛び逆蹴り
FFS Andy jB.png
Diagonal Jump
FFS Andy j8B.png
Neutral Jump
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Overhead 5 / / - - -
  • Same frame data for neutral and diagonal jump.
  • Diagonal jump version has more vertical reach than jD.
  • Neutral jump version should be avoided as it has the same hitbox and startup as neutral jump D while doing less damage and stun.
jC

jC
Hishou-Otoshi/飛翔落とし
FFS Andy jC.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 18 4 Overhead 5 15 / / - - -
  • Pretty much the same as jump A. No need to use.
Neutral Jump 16 4 Overhead 5 13 / / - - -
jD

jD
Tobigyakugeri/飛び逆蹴り
FFS Andy jD.png
Diagonal Jump
FFS Andy j8B.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 20 4 Overhead 6 15 / / - - -
  • Same animation as jump B, but crosses up. Limited number of active frames, though.
Neutral Jump 20 4 Overhead 5 13 / / - - -
  • Same hitbox and startup as neutral jump jB and does more damage.

Universal Mechanics

Lane Blast

Lane Blast
Karigeri/刈り蹴り
C+D
FFS Andy CD Front.png
Front Lane
FFS Andy CD Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 17 10 12 39 KD (+91) -3 Cancel, Lane Shift
  • Decent reach for an Andy normal.
Back Lane 22 5 Mid 14 9 10 32 KD (+83) 0 Cancel, Lane Shift
  • Better than the front lane version due to having more compact frame data.
Lane Attack

Lane Attack
A/B/C/D from opposite lane
FFS Andy Lane Punch Front.png
Front Lane Punch
FFS Andy Lane Kick Front.png
Front Lane Kick
FFS Andy Lane Punch Back.png
Back Lane Punch
FFS Andy Lane Kick Back.png
Back Lane Kick
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 20 2 Overhead 13 - 4 - - - /
  • Straight and fast cross-lane punch. Whiffs on crouchers.
B 20 2 Overhead 22 - 4 - - - /
  • Straight cross-lane kick. The slower startup means it will usually lose to another lane attack.
C 20 4 Overhead 13 - 4 - - - /
  • Slower high angle punch. Whiffs on crouchers.
D 20 4 Overhead 22 - 4 - - - /
  • Slower high angle kick. The slower startup means it will usually lose to another lane attack.
Dodge Attack

Dodge Attack
6A during proximity guard
FFS Andy Dodge Attack.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 15 8 8 30 Air Reset (+24) +3 Kara Cancel, Upper-Body Invuln 1-22F

Throws

C Throw

Holding Throw
close 4/6C
FFS Andy Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+72) / /
  • Swaps sides.

Special Moves

Hishou Ken (214P)
Hishou Ken
214A/C
FFS Andy 214P.png
FFS Andy 214P 1.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 22 - 33 54 0 +1 /
  • Projectile travels slower.
C 22 (5) 6 Mid 26 - 35 60 +6 -5 /
  • Projectile travels faster.
Shoryu Dan (236P)
Shoryu Dan
236A/C
FFS Andy 236P.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 14 (3) 3 Mid 10 3+4+5+6 20 47 KD -10 Invincible 1~18F
  • Very good reversal and anti-air. Has short range but beats crossups.
C 20 (4) 6 Mid 13 4+5+6+8 31 66 KD -30 Invincible 1~24F
  • Has slightly farther range, but the slower startup and longer recovery gives it more risk, making the A version typically preferred.
Zan Ei Ken ([1]6P)
Zan Ei Ken
[1]6A/C
FFS Andy 16P.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 10 16 2 27 Air Reset -6 Throw Invincible
  • Charge time: 7F.
  • Andy charges about half of the screen.
  • Easily comboable into from lights.
C 22 (5) 6 Mid 13 20 2 34 KD -2 Throw Invincible
  • Charge time: 13F.
  • Harder to combo into, but covers almost the entire screen very quickly and does tons of damage while being safe on block.
  • Difficult to react to at close range and from far range counterattacks can be baited by stopping short with the A version.
Kuuha Dan (19K)
Kuuha Dan
19B/D
FFS Andy 19K.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 13x2 (3x2) 3x2 Mid 16 32 9 56 -11 -14 Invincible 1~15F, Airborne 16~47F
  • Goes over fireballs and is safe if spaced (like at the range an opponent would throw a fireball). The disjointed hitboxes make it difficult for the opponent to anti-air as well.
  • Andy can keep pressuring after with f5B and [1]6P.
D 18 (4x2) 6 Mid 16 50 12 77 KD -28 Invincible 1~15F, Airborne 16~65F
  • Flies farther in a much higher arc and knocks down on hit. More situational than the B version.

Desperation Move

Chou Reppa Dan ([2]36BD)
Chou Reppa Dan
When health is flashing
[2]36B+D
FFS Andy 236BD.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
36 (9x2) 4 Mid 21 48 24 92 KD -20 Airborne 21~68F
  • Charge time: 60F. Must be charged with only 2. 1 and 3 are not valid charge directions.
  • Does a large amount of chip damage but is easily avoided by switching lanes. Combined with the cumbersome charge input and slow startup, it's very situational.

Combos

  • (2A > 2A >) 2A > [1]6A - 20 Damage
  • 2C > [1]6C - 35 Damage
  • c5A > c5A > c5D > [1]6C - 55 Damage

Ideal punish combo.

  • (Corner, far distance) 214A, [1]6C - 38 Damage

Strategies

The Basics

Advanced Strategy

Match-ups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki